Game 1:
I brought an army built around the theme of the Science Patrol from the Ultraman TV show. Knew Biollante’s card, but didn’t know the map. I don’t know if the Science Police would ever stand much of a chance against Biollante, but Icy road was too huge, and all but assured defeat. The tendrils were rolling way above average, landing skulls almost every single time, taking out basically 2 of my Science Police on each player turn. On a smaller map, like Conflict Cheronbyl, I’d have many more turns of 6 attacks on Biollante, but I was basically cut down to size by the time the battle really started.
Game 2:
Godzilla was rolling pretty lame attacks, and more than one whiff on defense. Completely whiffed against Biollante’s first and only Special attack, although Godzilla was pretty near dead anyway. Godzilla has a higher attack, more life, and equal defense on Biollante, but Biollante’s range, and the spores ignoring and resetting wounds left Biollante on top with a full 6 life at the end, though sporeless.
Game 3 &4:
Tried my hand at Biollante on Ravaged Road for these two games, which played out almost identically. Another very long map, so I got tied down before I could try the tendrils on Zemo. My unblockable rolls were no where near as lucky as Skinderella’s, rolling way below average. Skinderella’s army was basically a counter draft, and Skinderella was able to get 1 spore marker off my card each game with Wiccan, and I either lost my second marker, or it was already gone by the time Wiccan could roll for it again, as She-Hulk took care of most of the rest.
Personally, I also think She-Hulk is very undercosted, and she was able to carry Wiccan, even when I rolled a Shield on him for my Tendril rolls.
THOUGHTS ON THE TESTED UNIT'S COST, BALANCE, & DRAFTABILITY:
Cost is right what it should for the character in this game, and it’s basically a 1-figure army, so that takes care of Draftability. Balance was kind of all over the place. She felt way too powerful in the first game, very strong in the second, but the last two games showed she had a very exploitable weakness. And there was also She-Hulk, who is everyone’s weakness.
GENERAL THOUGHTS ON THE TESTED UNIT:
She’s got a lot of great mechanics that capture the character nicely, but I think she could use just a few tweaks.
I think she should have the option of maybe a once-per-round/game Animated Vines style placing movement, as picking a map where she could leave the start zone was a challenge in itself. She can’t even be placed in a Mogo Start Zone.
She’s able to tunnel in the movie:
https://youtu.be/d4eWp2oPPoE?t=14
And in the video game Godzilla Unleashed:
https://youtu.be/Jqj5rO383aY?t=310
Would make her much more playable and fun.
Rolling for unblockables at the start of each player turn was frustratingly powerful, and might be over-dominant in a lot of matchups and multiplayer games. I think it could be more fun to have the wounding only be on your turns, and the movement prevention be on Opponent’s turns.
Lastly, I think Spore Regeneration needs a line like, “Spore markers cannot be removed from this card in any way except by this special power.”
It’s cool to have a weakness, but it’s too easy for a 200pt character to have a 50% chance of taking out 1/3 of Biollante’s life (plus any other wounds the marker would have prevented) every round (after attacking).
Can’t say much about the special attack, as she was too alive to use it game 1, only had one chance to use it game 2, and was reality warped, objected to, and beaten into submission before she could use it in games 3 &4.
Other than that, she’s really excellent, feeling like the nasty, spewing, tendril-y, regrowing plant behemoth that she is.